This update is all about customization and tailoring things to your own preferences!

Custom Colors

While you could previously set your 4-color palette in options, you can now very easily switch your hero’s color in the lobby by pressing down to cycle through all the colors.

Powerup Toggles

In Match Setup, you can now edit the list of powerups that can drop during the match. Standard tournament play should have all of them enabled, but for your own matches feel free to change it up!

Better GIFs

GIFs got a major overhaul for this patch. Aside from fixing some export issues for high-refresh rate monitors and high framerate PCs, they now export way faster for everyone. And the best part – there’s a fancy custom end card showing your Steam name, the date of the GIF, and the winning hero for that replay. I’d love to see players from all over tweet their GIFs tagged #Invisigun. :)

Hero Balance Updates

As always, there are some hero tweaks as the result of the past few months of play, tournament analysis, and feedback from the community. Here are the most significant:

PROTEUS: Reducing the drone’s pulse count to 2 made Proteus less viable and not able to capitalize in too many situations. Reverting it back to 3 puts him back in the competitive lineup.

CRONUS: He was just on the verge of having a difficult time controlling area, so a very slight increase in bomb drop speed (10 units/s to 12 units/s) was needed.

CARMEN: She was simply able to fortify too easily, and upkeep of her fort was too easy compared to the work needed by foes to chip away at it. For this reason, her simultaneous blocks has been reduced from 3 to 2, spam detection window increased very slightly (0.5s to 0.75s), and bumps to remove reflection reduced (5 to 3).

PHOEBE: A simple change, but Phoebe can’t teleport again instantly after teleporting. This shouldn’t affect her gameplan too much, but prevents an abusive edge case situation.

RONIN: He had very little risk to spam slashes while baiting and collecting shots in open lanes. For this reason, his spam count was reduced from 3 to 2 before he has a cooldown.

Full Patch Notes

This update is actually pretty massive, and aside from the main new features, there are tons of bug fixes (many of which should be much appreciated by the community), and quality of life updates. It’s even more rock solid and many situations have been fixed, especially for online play and situations affected by latency. Here’s the complete list:

New

UI: Player colors are changeable in the lobby for the match

UI: Available powerups can be customized in match setup

UI: Exported animated GIFs have an end card with the winning hero, date, and Steam name

Updates

PROTEUS: Scanner drone shock count reverted to 3 pulses instead of 2

CRONUS: Bomb drop speed increased from 10 to 12

CARMEN: Blocks take 3 bumps to remove the reflector shield instead of 5

CARMEN: Max simultaneous blocks reduced from 3 to 2

CARMEN: Spam detection time window increased from 0.5s to 0.75s after placing a block

PHOEBE: Phoebe can’t teleport back for 0.25s after teleporting

RONIN: Spam count reduced from 3 to 2 slashes before cooldown sets in

GAME: Guardians deploy from powerup pickup position

GAME: Land Grab default time limit reduced from 150s to 90s

GAME: Birds will scatter from Aether’s pound and Cronus’ bombs

GAME: More heroes can reliably buffer the next shot during their ability

NET: Host join key is persistent for the entire game session if the region is the same

NET: Last client join key used is saved for the session

UI: Guardian shows an indicator over targeted players when they are visible

UI: Title & Invisigun electricity FX don’t continue forever

UI: Initial player choice is consistent (always begins on Selene)

UI: Custom phrases show an indicator on the victory phrase dialog

UI: Changed training pause label from “Exit” to “Menu”

UI: Updated victory phrase character presentation

UI: Lobby hero selectors show a loading spinner until they’re ready for input

UI: Improved some powerup icons

UI: Added some icons to options buttons

UI: Smoother and more accurate replays and exported GIFs

UI: Even faster animated GIF exporting

UI: Replay GIFs show connection strength for online matches

UI: Better mini powerup icons on the scoreboard

SFX: Updated map loading audio cue

GFX: Power shots have a subtle animation on the front of the projectile

GFX: Softer rolloff for lighting fx

Map Updates

The Conundrum: layout adjustments

Polar Express: minor tile swap, fewer ember spawns from the edges

Fixes

CARRIER: Fixed some bumping and positioning issues

SELENE: Selene can’t evade scanner drone detection by jumping anymore

SELENE: Fixed not being able to buffer a shot after a double jump

CRONUS: Fixed issues with bomb trail timings when the game is paused

CRONUS: Fixed drop target stopping when bringing up the match menu during an online game

CRONUS: Fixed soot tracks sometimes showing up where a player was before stepping into soot

The Cronus Update is now live (v1.6.1), with perhaps the most exciting content addition so far: a brand new hero! With the new Bomber ability, you can deploy a moving target and lock it in to call in a lethal airstrike. Cronus is all about area denial, flushing out opponents, and flanking while they are preoccupied. Grab the free update on Steam & itch.io.

Addicted to military science, Cronus was a protégé of the great Tactical General Lunarra. “Keep your eyes on the skies, boys.”

In addition to a new hero, enjoy the new planet Cerebrus with 7 new maps (and a few more to come)! This planet contains maps created by Kickstarter backers who donated at the Cartographer tier, and they were allowed to freely mix and match pieces from different worlds. Expect a little zaniness.

Last but not least, the game is 100% localized for Latin American Spanish (ES-419). I’m looking forward to new cadets. :)